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Hacking World of Warcraft (ExtremeTech) | 
enlarge | Authors: Daniel Gilbert, James, Ii Whitehead Publisher: Wiley Category: Book
List Price: $29.99 Buy New: $6.95 You Save: $23.04 (77%)
New (40) Used (20) from $6.95
Avg. Customer Rating: 27 reviews Sales Rank: 89433
Media: Paperback Number Of Items: 1 Pages: 370 Shipping Weight (lbs): 1.3 Dimensions (in): 9.2 x 7.4 x 0.9
ISBN: 0470110023 Dewey Decimal Number: 793.932 EAN: 9780470110027 ASIN: 0470110023
Publication Date: June 5, 2007 Availability: Usually ships in 1-2 business days Shipping: Expedited shipping available Shipping: International shipping available Condition: BRAND NEW MAY HAVE A REMAINDER MARK. BRAND NEW MAY HAVE A REMAINDER MARK. 100% money back guarantee.
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Product Description Get crafty! Veteran WoW player and creator of the most popular World of Warcraft add-on (Atlas) Dan Gilbert guides you through making your stay in the world of Azeroth more exciting. Whether you’re human, dwarf, elf, or orc, you’ll feast on numerous unique hacks such as combat, artwork and model, map, interface, loot, chat, raid, PvP, and more. You’ll also learn to create and use skins and themes, write your own macros, create add-ons, and work with frames and XML so that you can improve your experience with the hottest online game on the planet—planet Earth, that is.
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| Customer Reviews: Read 22 more reviews...
A great guide for newer Warcraft players June 6, 2007 46 out of 58 found this review helpful
Ok, lets get something straight right off the bat. I am not a total newb when it comes to gaming, programming or tech. But I am new to WoW, and trust me its pretty overwhelming when you first get in.
This book is really good at 2 things:
1. Its a gentle introduction to the whole addon scene for players who either dont use them yet, or who use them only a little bit. It teaches readers how to find addons, how to install them, how to configure them, and how to use them. Addons are divided by their function: Combat, Maps, Loot, Chat, Raid, Class-Specific, Compilations and Misc and each one is covered the same way so thats nice. Can you find all these yourself by scouring the websites? Sure you can. But this book takes some of the pain out of figuring out which ones are best for the job, and how to use them. This is where the book shines in my opinion and is the bulk of the book.
2. It introduces you to the concepts of writing addons and macros in a way that most readers can follow. If you already have some experience in scripting with something like JavaScript or some actual programming experience this section makes more sense.
This book is not an in-depth guide to writing addons, or a complete guide to WoW programming. Addons are written in a language called Lua, but this book is not an in-depth guide to Lua either. If you are looking for that, then you should look elsewhere.
However the book does walk you through 2 examples, and if you can follow that you will probably want to look for something more to develop addons. Follow it up with a good Lua book, and learn about XML.
My only complaint about the book so far is the images are a little small, and I wish they were in color. Still, that doesnt ruin the book and you can still see what they are talking about.
All in all the book does a good job at what it's trying to do. So if you are newer to WoW or Addons this is a great guide. And even if you are already using some addons the book might point you to some new ones or even get you started writing your own.
The resource I've been looking for. June 28, 2007 11 out of 13 found this review helpful
I've followed many online tutorials but since most of them were disjointed, being written by various different people the writing styles & techniques used could kind of become confusing at times.
The first half of the book gets you started in using addons and introduces you to some of the better know higher quality addons available and takes you through configuring them. If you are new to WoW then this is the part of the book you will be interested in.
The second half is all about how addons work, and then takes you through the creation of a very simple to some fairly robust addons. For those that learn by doing and find it easier with a book than online this is the book for you. It doesn't assume knowledge on your part which makes it very easy for the novice with little to no programming knowledge to pick it up, follow the examples and write your very own addon. It may take 2 or 3 passes before you fully grasp the concepts however. Those of you who are already familiar with other programming languages like Javascript, PHP, C or anything of the like, you will find this a great primer.
The best part is the addons you create with the book are genuinely useful, in fact the first one, a coordinates system is something I've been looking for myself, and it handles the function better than other addons I've found.
Exactly what I was looking for June 21, 2007 9 out of 11 found this review helpful
I recently decided that I wanted to learn how to write my own addons for World of Warcraft so I started looking around on the internet. Most websites I found had incomplete or poorly written explanations of how things worked.
When I heard about this book I was a bit unsure about it at first but after reading through it I found it to be exactly what I needed to give me a start. All the explanations of how things are done were very well written and when I needed help with something, all I had to do was send an email to the author and he was glad to explain anything I didn't understand.
If you just want a guide to popular addons, how they work, and where to find them then this is the book to buy. For the more advanced users, this book will give you a great start on your way to making your own addons for whatever purpose you can imagine.
Overall I am very happy with this book and it was well worth the money.
Great Book to learn of about WoW mods July 5, 2007 6 out of 9 found this review helpful
I myself had been using mods for some time, but Dan explained a lot I never knew, and right from the beginning he quoted Blizzards opinion on using mods in World of Warcraft.I recommend this book to anyone at any stage of using mods. And if you want to make your own mods to use in WoW, there is many chapters that cover that.....along with making two of your own mods.
So, not only has he and his co-author made some wonderful mods for a great game, but they have also made a fine book together!
Great help September 5, 2007 4 out of 6 found this review helpful
First of all, I didn't buy this book, my wife bought it, which could easily entail an entire discussion about how the impossible can, in fact, REALLY happen...but that must wait for another time! Quick take away regarding this book: I liked it a lot!
I am a software developer turned business man, so I have a background in programming (but haven't had to write code for about 7 years now). So, from that perspective, the code sections weren't much of a problem, but getting an understanding about how WoW addons function was very helpful. I wasn't quite as interested in the early sections of the book (although it was good to know about some of the existing addons)...my interest was on creating my own addons from scratch. In that regard, the book was great, and the steps were clearly laid out on how to create the Whereabouts addon.
This book is not intended to be a complete primer on EVERYTHING you need to know about writing WoW addons, nor is is meant to be a review of every single existing addon (they change)...rather, it is a nice balance that starts with what existing addons do, and leads into what to do if you'd like to try writing one of your own. In that regard, I think the book did a very decent job!
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The Nintendo Wii goes on sale on Sunday, November 19. Thanks to the inclusion of the simple--but infectiously fun--Wii Sports game, the Wii is the first console in recent memory that lets you have fun straight out of the box. Still, there are a few key Wii accessories you'll want to pick up to maximize your Wii experience--especially if you're buying it as a gift.
Extra controllers: Like all recent consoles, the Wii ships with just a single controller (well, one two-part controller: one Wiimote, plus one nunchuk). But the real fun of the system is playing the head-to-head Wii Sports games such as tennis and boxing. To do so, you'll need at least one extra set of controllers--and again, that's one Wiimote ($28.99) plus one nunchuk ($12.99). The Wii supports as many as four, but just the one extra controller set should suffice--at least for Christmas morning.
Rechargeable batteries: The Wiimote takes two standard AA batteries. They're included--with the Wii, and with the sold-separately version of the controller mentioned above--but avid players may find the juice draining pretty quickly, especially if they keep the nunchuk attached (it draws its power from the Wiimote). Instead of buying an endless stream of costly AAs, consider investing in a set of rechargeables. You can score a charger and four rechargeable nickel-metal-hydride batteries for less than $25.
GameCube controllers: The Wii is fully backwards compatible with the Nintendo GameCube, but there's a catch: to play the GameCube games, you'll need a GameCube controller ($15.99). You can even go wireless with the Nintendo WaveBird ($59.99). If you already have a GameCube, your existing controllers will work just fine--just plug them in to one of the four ports underneath the flip-up panel on the Wii's topside. GameCube controllers should also work with the Wii's "Virtual Console" games--which saves you the trouble of having to buy a Classic Controller.
GameCube memory cards: One other annoyance when playing GameCube games: your progress can only be saved to GameCube memory cards, not to the Wii's internal memory or to an SD card (we're hoping Nintendo fixes this with a future firmware update). Like the controllers, your old GC cards will work just fine--there are two slots right next to the GameCube controller ports. If you don't have any onhand (and you want to save your games on GC titles), you'll need to spring for a $26.90 (2GB) memory card.
Wii Points: One of the big attactions of the Wii is its Virtual Console, which lets you purchase classic games that originally came from the Nintendo Entertainment System (NES), the Super NES, the Nintendo 64, the Sega Genesis, and the TurboGrafx16. By the end of 2006, at least 30 titles should be available, including Donkey Kong (NES), Super Mario 64 (N64), and Sonic the Hedgehog (Genesis). To purchase the downloadable titles, you'll need to use a Nintendo currency known as Wii Points (similar to the Microsoft Points on Xbox Live), which currently have an exchange rate of 100 points per U.S. dollar. You can buy Wii Points directly through the console's online store, or use prepaid cards (2000 Wii Points) available in various denominations.
SD card: If you're close to filling the Wii's built-in 512MB of storage with your Virtual Console games, you can always expand your available space with an SD card. Nintendo sells its own, but any run-of-the-mill card will do. Fairly spacious 1GB cards are available for less than $20--even less with mail-in rebates--and they'll work in plenty of other gadgets as well.
Wireless access point: In addition to the downloadable Virtual Console games, the Wii offers online "channels," including news, weather, and even an Opera Web browser (head-to-head online gaming is said to be coming sometime in 2007). You can get online for free via the Wii's built-in Wi-Fi. To do so, of course, you'll need a nearby wireless access point or router. Alternately, you can plug the Nintendo Wi-Fi USB Connector into any nearby PC on a wired network, and the Wii--plus your Nintendo DS--will be able to use it to get online instead.
Component video adapter: The Wii doesn't have the graphical horsepower to handle high-def graphics, but it can do DVD-level 480p video, which will look considerably better on large HDTVs. To see the Wii's games in 480p, you'll need Nintendo's proprietary component video adapter, which should run about $20. |
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